I recently got the 2.7.2 version of TTW installed on to my SSD drive, everything went extremely smoothly and fast - only about ten minutes or so to install - the new sexy installer is a huge improvement over the earlier models, I thank you all very much for the great work you've been doing for this great mod.

So far I've gotten a playthrough started in the Capital Wasteland, the game is working good so far. Better than ever before, in fact.

Interesting Discovery; I noticed that if I save the game with my characters hands empty (i.e. no weapon at all equipped or even holstered), that save game then loads noticeably faster (in less than half the time or so). Dunno why this works, but I think I am going to be saving my games with no weapon in hand from now on.

Some minor bugs I have noticed;

Few reoccurring missing meshes; Near a couple farmsteads (ruined grain silo and all) in CW amidst cornstalks where I guess should be harvestable Maize/cornstalk? This seems to occur in every cornstalk cluster I've found so far, I can't get no Maize in CW.

Missing speech voice on Protectrons which are activated via terminal from the robot pods, Super Duper Mart protectron as well as Metro protectrons.

Despite using the TTW Stash Pack Options mod to disable all packs, I am still getting the Classic Pack items upon exiting the vault. I tried ticking off all Courier Stash DLC files and the Stash Pack options - Much to my surprise, I then got all of the couriers stash packs..

Brotherhood of Steel Paladin from the Falls Church (unmarked quest to save the Initiate Pek), keeps on appearing in weird places around CW. I saved Pek for no pay, so the BOS troops offered to escort me around Falls Church - Most of them got fragged by Super Mutants (I did not nerf the muties with the optional mod, I prefer them tough), but the one last Paladin didn't die, he was randomly stalking me all around CW. Tried using console on the BOS Paladin, disable does not work on him, but Kill does, and solves the problem, sort of.

Not sure if this issue related to the experimental TTW Reputations optional is an actual bug or just a feature, but; Started my playthrough by assassinating Mr.Burke at Moriarty's (I was sneaking [Hidden] and used a silenced .22 pistol with several shots to the head), this gave me Vilified reputation with Tenpenny tower.. Later on in the game, I used a Stealth Boy to avoid hostile tenpenny guards and managed to get the quest 'Tenpenny Tower' from Chief Gustavo, then completed this quest and ended up with 'Merciful Thug' reputation - This still leaves Tenpenny Guards hostile to me; Logically they should all become neutral because I just completed a mercenary contract for their employer; This could be fixed by either giving more faction rep for completing Tenpenny Tower, or by simply making ALL tenpenny guards non-hostile/neutral as soon as you talk about taking care of ghoul problem over the Tenpenny Tower intercom.

In contrast, I was able to use a silenced Sniper Rifle to sneak attack and assassinate every single slaver and merchant in Paradise Falls - Since noboby saw me do it, my Paradise Falls faction rep remained at 'Accepted' level.. I wonder how I got the Vilified Tenpenny Tower rep by assassinating Mr.Burke then..

So far, I only have found very minor bugs/issues, I am enjoying the heck out of this newest and greatest version of TTW so far. In my humble opinion, TTW is the best fallout mod ever, keep up the good work!

Thanks, this works perfectly, I can confirm the missing maize mesh issue solved.

I found another minor issue with the quest "You Gotta Shoot Em In The Head"; I used the powers of high Speech skill to get all of the special keys without killing any of their owners as well as got Dukov to spill the beans on the location of Fort Constantine. I then went directly to looting Fort Constantine with full set of keys, and got loads of loot including the T-51b Powerarmor. After stashing the loot at my home in Megaton, I then went to have a polite discussion with Mr.Tenpenny and agreed to a contract hit on the troublesome Mr.Crowley after being paid 100 caps of advance money.. After that I went back to Mr.Crowley and gave him all the (now worthless) special keys to Fort Constantine and lied about having killed the owners of the keys; Mr.Crowley swallowed all of these tall tales and paid me caps for each fake hit. Now after Mr.Crowley had outlived his usefulness, I activated a stealth boy and used a silenced sniper rifle to assassinate him and sneak away from the Underworld without being detected (no change to The Underworld faction rep, nobody saw me do it).

So far the quest had worked just like it should, but the problem surfaced when I went back to Mr.Tenpenny to get my 200 caps agreed upon completion of the hit. I got the reward money okay, but the quest did not complete at all (despite all of its objectives having been completed) and having succesfully made a contract killing working directly for Mr.Tenpenny did not increase my faction reputation with Tenpenny Tower. (I had to complete the quest with a console command, which works but still does not give any faction rep.)

the DC train station is awesome. In this case I came from NV to see it for the first time and stepping out into the light was great.

One question, should the local area be pretty much deserted.

I like the effect, but since Nexus Mod Manager failed once, with a message, and then seems to have installed all the parts the second time without an error message but left the mod marked with a red x on the mod page, I thought I would double check.

We fought off a couple mutants in the train station... and the rad roaches.

Thanks for all the work

Only drawback so far is that a couple of my mods from fallout three (couple of extra followers) that worked way back in requiem don't now, so I will have to run the converter.

I found another minor issue with the quest "You Gotta Shoot Em In The Head" (...) So far the quest had worked just like it should, but the problem surfaced when I went back to Mr.Tenpenny to get my 200 caps agreed upon completion of the hit. I got the reward money okay, but the quest did not complete at all (despite all of its objectives having been completed) and having succesfully made a contract killing working directly for Mr.Tenpenny did not increase my faction reputation with Tenpenny Tower. (I had to complete the quest with a console command, which works but still does not give any faction rep.)

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That is a vanilla Fallout 3 bug, not in the scope of TTW to fix, that is a job for... TTWFixes mod! And not getting the Reputation is a job for TTW Reputation optional plugin which is still in beta and will cause problems in some places, but I am glad you reported it so the team can look into fixing it .

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Hey guys, loving the new version. I just got back into TTW again. I started over a year ago, loved it, reported a couple bugs, and vanished. Long story short, my computer had too much trouble running Fallout, be it 3, NV, or TTW. But it's working now and I'm hopefully getting a new graphics card soon, so I'm getting back into TTW.

Just want to say it's awesome. The issues I noticed with an older version all seem taken care of. Optional plug-ins are great. Keep up the good work guys.

Hey guys can you help me out my TTW crashes when i try to activate it i didnt even installed it cuz it crashes upon start up

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Reread the prerequisites on the download page and make sure you've followed them to the letter. Run the installer as admin. Post your install log in the Technical Support forum, it will contain the error that's causing a crash.

I am currently on my first successful TTW install, and I am loving it. Thank you very much to everyone involved in making this project a reality!

The level of detail in Columbus Circle and Union Station is mind-boggling. From the buildings to the random skeletons that each tell a small story of panicked commuters trying to escape the city before the bombs fell to the enemy placement...beautiful.